Difference between revisions of "Spirits (dNetHack)"

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'''Mark'''
 
'''Mark'''
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You grow a large pair of horns.
 
You grow a large pair of horns.
  
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*'''Horns''': Your horns grant you an extra melee attack.
 
*'''Horns''': Your horns grant you an extra melee attack.
 
*'''See in Darkness''': You can see perfectly in darkness (Reversed for drows who can see perfect in light instead).
 
*'''See in Darkness''': You can see perfectly in darkness (Reversed for drows who can see perfect in light instead).
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=== Andrealphus, Marquis of Angles ===
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{{encyclopedia|
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"Angles and curves multiply about me. I perceive great segments of time through curves. There is curved time, and angular time. The beings that exist in angular time cannot enter curved time. It is very strange."
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His voice had risen to a scream. "Frank, Frank, a terrible and unspeakable deed was done in the beginning. Before time, the deed, and from the deed—"
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He had risen and was hysterically pacing the room. "The seeds of the deed move through angles in dim recesses of time. They are hungry and athirst!"
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The Hounds of Tindalos, Frank Belknap Long 1929
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}}
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'''Binding Ritual'''
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Andrealphus exists in corners. His seal must be drawn in the corner of a room, and you must #chat to the seal such that the corner is across from you.
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'''Taboo'''
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You must not dig through walls. It is permissible to dig through rough stone.
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'''Mark'''
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Your shadow takes on the semblance of depth.
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From a distance, the strangeness of your shadow can't be seen, and it can be hidden by standing in a dark square.
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'''Immunity'''
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You gain teleport control.
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'''Skill'''
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Andrealphus grants skill in Escape spells.
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'''Active Powers'''
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*'''Transdimensional Ray''': Fire an invisible beam that passes through walls, teleports struck monsters, and deals 1d5 dice of damage to them.
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*'''Teleport''': Hungerless teleport.
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'''Passive Powers'''
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*'''Angle-fighter''': Your AC increases when you stand in a corner.
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*'''Strange angles''': You can always fit through narrow openings.

Revision as of 07:56, 15 July 2020

Spirits are a mechanic specific to dNethack, and a core component of the Binder role, though other roles can often partially interact with them, allowing for additional flexibility and utility outside of the ordinary for that role.

A Spirit typically consists of the following:

  • An engraved seal, used to bind the Spirit, and an associated binding ritual, which requires the player fulfill certain criteria to bind to a given Spirit.
  • A taboo, a condition that must be true in order for the spirit to stay bound. Violating a taboo causes the associated Spirit to unbind and drain a level from the player, ignoring drain resistance.
  • Zero or more skills (typically at least one), which are permanently unrestricted and which may be advanced further while the spirit is bound.
  • Zero or more active powers (typically at least one), which may be used up to once every 25 turns by means of the command ^F or #power.
  • Zero or more passive powers (typically at least one), which are used automatically.
  • A mark which, if not concealed, will cause priests and shopkeepers to ban you from their establishments at minimum. A higher number of visible binding marks will cause shopkeepers to call the Keter Sephiroth, while priests may summon a number of servants from their deity to strike you down.

Almost all bindings expire after 5000 turns, requiring them to be bound again.

Most roles only have a single slot to bind a Spirit too, while Binders gain many more as they level up, and also possess several special slots to hold unique Spirits in.

Many active powers use a spirit die to determine the potency of their effects. Binders increase their spirit die as they level, while other roles ???.

Spirits

Spirits of the Near Void

The 31 Spirits of the Near Void are the most basic and common of the Spirits in dNethack. Binders passively learn all 31 seals as they level up (learning them all by level 13), while other roles can learn them from finding the seal on the ground, such as in a bones file, or by using artifacts such as The Book of Lost Names or the Necronomicon.

Ahazu, the Seizer

All shall feed the Shattered Night.

Ahazu exists within a starry void known as Shattered Night. He seeks to draw as many creatures as possible into the night with him.

Binding Ritual

Ahazu's seal must be drawn in a square containing a pit trap.

Taboo

You must not become weak with hunger while bound to Ahazu.

Mark

There is a starry void in the back of your throat.

This mark won't be detected from a distance, and can be hidden by wearing a mask.

Immunity

You are immune to engulfing attacks.

Skill

Flails, including iron balls.

Active Powers

  • Abduction: Attempt to remove single adjacent monster from the game. You must have injured the monster with a melee attack or a thrown or fired projectile. You do not receive XP for the monster, and most of their inventory vanishes with them. However, your prayer timeout or god's anger is decreased as though you had sacrificed the victim, and you gain any beneficial effects that you would have gained from eating their corpse, while avoiding any harmful effects. You do not gain any nutrition from abducted creatures, though.

Passive Powers

  • Engulf: Creatures you attack in melee will be abducted at 10% hp or less. This is meant to be as much a hindrance as a help.
  • Shadow Well: Creatures you attack in melee have a 20% chance of losing their next move.
  • Swallow: You can eat any meal in 1 turn. You still suffer any negative effects of the food (acidic, poisonous, etc.) unlike abduction.
  • Hunger: You lose nutrition at an increased rate (1 extra point per 10 turns).

Amon, the Shadow Before the Altar

"You shall have no other gods before Me.

You shall not make for yourself an idol, or any likeness of what is in heaven above or on the earth beneath or in the water under the earth.

You shall not worship them or serve them; for I, the LORD your God, am a jealous God, visiting the iniquity of the fathers on the children, on the third and the fourth generations of those who hate Me,

but showing loving kindness to thousands, to those who love Me and keep My commandments.

[ Deuteronomy 5:6-21 ]

Binding Ritual

Amon can be contacted from anywhere; however, if there is an altar on the level the contract is immediately broken.

Taboo

You must not pray or donate to priests.

Mark

You grow a large pair of horns.

The horns can easily be seen from a distance, but will merge with any metal helm to become disguised.

Immunity

You are immune to cold damage.

Skill

Amon grants skill in Clerical spellcasting.

Active Powers

  • Fire Breath: Breathe a ray of fire, much like a red dragon. The ray deals 5 dice of fire damage to all creatures it hits, but requires to-hit rolls.

Passive Powers

  • Horns: Your horns grant you an extra melee attack.
  • See in Darkness: You can see perfectly in darkness (Reversed for drows who can see perfect in light instead).

Andrealphus, Marquis of Angles

"Angles and curves multiply about me. I perceive great segments of time through curves. There is curved time, and angular time. The beings that exist in angular time cannot enter curved time. It is very strange."

His voice had risen to a scream. "Frank, Frank, a terrible and unspeakable deed was done in the beginning. Before time, the deed, and from the deed—"

He had risen and was hysterically pacing the room. "The seeds of the deed move through angles in dim recesses of time. They are hungry and athirst!"

The Hounds of Tindalos, Frank Belknap Long 1929

Binding Ritual

Andrealphus exists in corners. His seal must be drawn in the corner of a room, and you must #chat to the seal such that the corner is across from you.

Taboo

You must not dig through walls. It is permissible to dig through rough stone.

Mark

Your shadow takes on the semblance of depth.

From a distance, the strangeness of your shadow can't be seen, and it can be hidden by standing in a dark square.

Immunity

You gain teleport control.

Skill

Andrealphus grants skill in Escape spells.

Active Powers

  • Transdimensional Ray: Fire an invisible beam that passes through walls, teleports struck monsters, and deals 1d5 dice of damage to them.
  • Teleport: Hungerless teleport.

Passive Powers

  • Angle-fighter: Your AC increases when you stand in a corner.
  • Strange angles: You can always fit through narrow openings.